mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-22 11:51:22 +00:00
780 lines
17 KiB
C
780 lines
17 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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// mathlib.c -- math primitives
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#include "mathlib.h"
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// we use memcpy and memset
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#include <memory.h>
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vec3_t vec3_origin = {0.0f,0.0f,0.0f};
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/*
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================
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VectorIsOnAxis
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================
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*/
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qboolean VectorIsOnAxis( vec3_t v ){
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int i, zeroComponentCount;
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zeroComponentCount = 0;
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for ( i = 0; i < 3; i++ )
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{
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if ( v[i] == 0.0 ) {
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zeroComponentCount++;
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}
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}
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if ( zeroComponentCount > 1 ) {
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// The zero vector will be on axis.
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return qtrue;
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}
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return qfalse;
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}
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/*
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================
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VectorIsOnAxialPlane
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================
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*/
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qboolean VectorIsOnAxialPlane( vec3_t v ){
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int i;
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for ( i = 0; i < 3; i++ )
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{
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if ( v[i] == 0.0 ) {
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// The zero vector will be on axial plane.
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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================
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MakeNormalVectors
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Given a normalized forward vector, create two
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other perpendicular vectors
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================
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*/
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void MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up ){
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float d;
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// this rotate and negate guarantees a vector
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// not colinear with the original
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right[1] = -forward[0];
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right[2] = forward[1];
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right[0] = forward[2];
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d = DotProduct( right, forward );
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VectorMA( right, -d, forward, right );
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VectorNormalize( right, right );
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CrossProduct( right, forward, up );
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}
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vec_t VectorLength( vec3_t v ){
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int i;
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float length;
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length = 0.0f;
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for ( i = 0 ; i < 3 ; i++ )
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length += v[i] * v[i];
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length = (float)sqrt( length );
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return length;
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}
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qboolean VectorCompare( vec3_t v1, vec3_t v2 ){
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int i;
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for ( i = 0 ; i < 3 ; i++ )
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if ( fabs( v1[i] - v2[i] ) > EQUAL_EPSILON ) {
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return qfalse;
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}
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return qtrue;
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}
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/*
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// FIXME TTimo this implementation has to be particular to radiant
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// through another name I'd say
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vec_t Q_rint (vec_t in)
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{
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if (g_PrefsDlg.m_bNoClamp)
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return in;
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else
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return (float)floor (in + 0.5);
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}
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*/
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void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc ){
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vc[0] = va[0] + scale * vb[0];
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vc[1] = va[1] + scale * vb[1];
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vc[2] = va[2] + scale * vb[2];
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}
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void _CrossProduct( vec3_t v1, vec3_t v2, vec3_t cross ){
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cross[0] = v1[1] * v2[2] - v1[2] * v2[1];
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cross[1] = v1[2] * v2[0] - v1[0] * v2[2];
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cross[2] = v1[0] * v2[1] - v1[1] * v2[0];
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}
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vec_t _DotProduct( vec3_t v1, vec3_t v2 ){
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return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
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}
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void _VectorSubtract( vec3_t va, vec3_t vb, vec3_t out ){
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out[0] = va[0] - vb[0];
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out[1] = va[1] - vb[1];
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out[2] = va[2] - vb[2];
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}
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void _VectorAdd( vec3_t va, vec3_t vb, vec3_t out ){
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out[0] = va[0] + vb[0];
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out[1] = va[1] + vb[1];
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out[2] = va[2] + vb[2];
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}
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void _VectorCopy( vec3_t in, vec3_t out ){
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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}
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vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
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#if MATHLIB_VECTOR_NORMALIZE_PRECISION_FIX
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// The sqrt() function takes double as an input and returns double as an
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// output according the the man pages on Debian and on FreeBSD. Therefore,
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// I don't see a reason why using a double outright (instead of using the
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// vec_accu_t alias for example) could possibly be frowned upon.
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double x, y, z, length;
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x = (double) in[0];
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y = (double) in[1];
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z = (double) in[2];
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length = sqrt( ( x * x ) + ( y * y ) + ( z * z ) );
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if ( length == 0 ) {
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VectorClear( out );
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return 0;
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}
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out[0] = (vec_t) ( x / length );
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out[1] = (vec_t) ( y / length );
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out[2] = (vec_t) ( z / length );
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return (vec_t) length;
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#else
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vec_t length, ilength;
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length = (vec_t)sqrt( in[0] * in[0] + in[1] * in[1] + in[2] * in[2] );
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if ( length == 0 ) {
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VectorClear( out );
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return 0;
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}
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ilength = 1.0f / length;
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out[0] = in[0] * ilength;
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out[1] = in[1] * ilength;
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out[2] = in[2] * ilength;
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return length;
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#endif
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}
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vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
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float max, scale;
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max = in[0];
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if ( in[1] > max ) {
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max = in[1];
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}
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if ( in[2] > max ) {
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max = in[2];
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}
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if ( max == 0 ) {
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out[0] = out[1] = out[2] = 1.0;
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return 0;
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}
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scale = 1.0f / max;
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VectorScale( in, scale, out );
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return max;
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}
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void VectorInverse( vec3_t v ){
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v[0] = -v[0];
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v[1] = -v[1];
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v[2] = -v[2];
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}
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/*
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void VectorScale (vec3_t v, vec_t scale, vec3_t out)
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{
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out[0] = v[0] * scale;
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out[1] = v[1] * scale;
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out[2] = v[2] * scale;
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}
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*/
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void VectorRotate( vec3_t vIn, vec3_t vRotation, vec3_t out ){
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vec3_t vWork, va;
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int nIndex[3][2];
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int i;
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VectorCopy( vIn, va );
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VectorCopy( va, vWork );
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nIndex[0][0] = 1; nIndex[0][1] = 2;
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nIndex[1][0] = 2; nIndex[1][1] = 0;
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nIndex[2][0] = 0; nIndex[2][1] = 1;
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for ( i = 0; i < 3; i++ )
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{
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if ( vRotation[i] != 0 ) {
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float dAngle = vRotation[i] * Q_PI / 180.0f;
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float c = (vec_t)cos( dAngle );
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float s = (vec_t)sin( dAngle );
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vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
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vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
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}
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VectorCopy( vWork, va );
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}
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VectorCopy( vWork, out );
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}
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void VectorRotateOrigin( vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out ){
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vec3_t vTemp, vTemp2;
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VectorSubtract( vIn, vOrigin, vTemp );
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VectorRotate( vTemp, vRotation, vTemp2 );
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VectorAdd( vTemp2, vOrigin, out );
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}
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void VectorPolar( vec3_t v, float radius, float theta, float phi ){
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v[0] = (float)( radius * cos( theta ) * cos( phi ) );
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v[1] = (float)( radius * sin( theta ) * cos( phi ) );
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v[2] = (float)( radius * sin( phi ) );
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}
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void VectorSnap( vec3_t v ){
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int i;
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for ( i = 0; i < 3; i++ )
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{
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v[i] = (vec_t)floor( v[i] + 0.5 );
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}
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}
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void VectorISnap( vec3_t point, int snap ){
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int i;
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for ( i = 0 ; i < 3 ; i++ )
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{
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point[i] = (vec_t)floor( point[i] / snap + 0.5 ) * snap;
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}
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}
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void VectorFSnap( vec3_t point, float snap ){
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int i;
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for ( i = 0 ; i < 3 ; i++ )
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{
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point[i] = (vec_t)floor( point[i] / snap + 0.5 ) * snap;
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}
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}
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void _Vector5Add( vec5_t va, vec5_t vb, vec5_t out ){
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out[0] = va[0] + vb[0];
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out[1] = va[1] + vb[1];
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out[2] = va[2] + vb[2];
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out[3] = va[3] + vb[3];
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out[4] = va[4] + vb[4];
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}
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void _Vector5Scale( vec5_t v, vec_t scale, vec5_t out ){
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out[0] = v[0] * scale;
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out[1] = v[1] * scale;
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out[2] = v[2] * scale;
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out[3] = v[3] * scale;
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out[4] = v[4] * scale;
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}
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void _Vector53Copy( vec5_t in, vec3_t out ){
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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}
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// NOTE: added these from Ritual's Q3Radiant
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void ClearBounds( vec3_t mins, vec3_t maxs ){
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mins[0] = mins[1] = mins[2] = 99999;
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maxs[0] = maxs[1] = maxs[2] = -99999;
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}
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void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs ){
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int i;
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vec_t val;
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for ( i = 0 ; i < 3 ; i++ )
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{
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val = v[i];
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if ( val < mins[i] ) {
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mins[i] = val;
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}
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if ( val > maxs[i] ) {
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maxs[i] = val;
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}
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}
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}
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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#ifndef M_PI
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#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
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#endif
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void AngleVectors( vec3_t angles, vec3_t forward, vec3_t right, vec3_t up ){
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float angle;
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static float sr, sp, sy, cr, cp, cy;
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// static to help MS compiler fp bugs
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angle = angles[YAW] * ( M_PI * 2.0f / 360.0f );
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sy = (vec_t)sin( angle );
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cy = (vec_t)cos( angle );
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angle = angles[PITCH] * ( M_PI * 2.0f / 360.0f );
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sp = (vec_t)sin( angle );
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cp = (vec_t)cos( angle );
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angle = angles[ROLL] * ( M_PI * 2.0f / 360.0f );
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sr = (vec_t)sin( angle );
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cr = (vec_t)cos( angle );
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if ( forward ) {
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forward[0] = cp * cy;
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forward[1] = cp * sy;
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forward[2] = -sp;
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}
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if ( right ) {
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right[0] = -sr * sp * cy + cr * sy;
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right[1] = -sr * sp * sy - cr * cy;
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right[2] = -sr * cp;
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}
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if ( up ) {
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up[0] = cr * sp * cy + sr * sy;
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up[1] = cr * sp * sy - sr * cy;
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up[2] = cr * cp;
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}
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}
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void VectorToAngles( vec3_t vec, vec3_t angles ){
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float forward;
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float yaw, pitch;
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if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) ) {
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yaw = 0;
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if ( vec[ 2 ] > 0 ) {
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pitch = 90;
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}
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else
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{
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pitch = 270;
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}
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}
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else
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{
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yaw = (vec_t)atan2( vec[ 1 ], vec[ 0 ] ) * 180 / M_PI;
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if ( yaw < 0 ) {
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yaw += 360;
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}
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forward = ( float )sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );
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pitch = (vec_t)atan2( vec[ 2 ], forward ) * 180 / M_PI;
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if ( pitch < 0 ) {
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pitch += 360;
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}
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}
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angles[ 0 ] = pitch;
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angles[ 1 ] = yaw;
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angles[ 2 ] = 0;
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}
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/*
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=====================
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PlaneFromPoints
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Returns false if the triangle is degenrate.
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The normal will point out of the clock for clockwise ordered points
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=====================
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*/
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qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
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vec3_t d1, d2;
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VectorSubtract( b, a, d1 );
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VectorSubtract( c, a, d2 );
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CrossProduct( d2, d1, plane );
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if ( VectorNormalize( plane, plane ) == 0 ) {
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return qfalse;
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}
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plane[3] = DotProduct( a, plane );
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return qtrue;
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}
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/*
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** NormalToLatLong
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**
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** We use two byte encoded normals in some space critical applications.
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** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format
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** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format
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**
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*/
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void NormalToLatLong( const vec3_t normal, byte bytes[2] ) {
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// check for singularities
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if ( normal[0] == 0 && normal[1] == 0 ) {
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if ( normal[2] > 0 ) {
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bytes[0] = 0;
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bytes[1] = 0; // lat = 0, long = 0
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}
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else {
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bytes[0] = 128;
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bytes[1] = 0; // lat = 0, long = 128
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}
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}
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else {
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int a, b;
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a = (int)( RAD2DEG( atan2( normal[1], normal[0] ) ) * ( 255.0f / 360.0f ) );
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a &= 0xff;
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b = (int)( RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ) );
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b &= 0xff;
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bytes[0] = b; // longitude
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bytes[1] = a; // lattitude
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}
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}
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/*
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=================
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PlaneTypeForNormal
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=================
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*/
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int PlaneTypeForNormal( vec3_t normal ) {
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if ( normal[0] == 1.0 || normal[0] == -1.0 ) {
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return PLANE_X;
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}
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if ( normal[1] == 1.0 || normal[1] == -1.0 ) {
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return PLANE_Y;
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}
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if ( normal[2] == 1.0 || normal[2] == -1.0 ) {
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return PLANE_Z;
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}
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return PLANE_NON_AXIAL;
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}
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/*
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================
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MatrixMultiply
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================
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*/
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void MatrixMultiply( float in1[3][3], float in2[3][3], float out[3][3] ) {
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
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in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
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in1[0][2] * in2[2][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
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in1[0][2] * in2[2][2];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
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in1[1][2] * in2[2][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
|
|
in1[1][2] * in2[2][1];
|
|
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
|
|
in1[1][2] * in2[2][2];
|
|
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
|
|
in1[2][2] * in2[2][0];
|
|
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
|
|
in1[2][2] * in2[2][1];
|
|
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
|
|
in1[2][2] * in2[2][2];
|
|
}
|
|
|
|
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ){
|
|
float d;
|
|
vec3_t n;
|
|
float inv_denom;
|
|
|
|
inv_denom = 1.0F / DotProduct( normal, normal );
|
|
|
|
d = DotProduct( normal, p ) * inv_denom;
|
|
|
|
n[0] = normal[0] * inv_denom;
|
|
n[1] = normal[1] * inv_denom;
|
|
n[2] = normal[2] * inv_denom;
|
|
|
|
dst[0] = p[0] - d * n[0];
|
|
dst[1] = p[1] - d * n[1];
|
|
dst[2] = p[2] - d * n[2];
|
|
}
|
|
|
|
/*
|
|
** assumes "src" is normalized
|
|
*/
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src ){
|
|
int pos;
|
|
int i;
|
|
vec_t minelem = 1.0F;
|
|
vec3_t tempvec;
|
|
|
|
/*
|
|
** find the smallest magnitude axially aligned vector
|
|
*/
|
|
for ( pos = 0, i = 0; i < 3; i++ )
|
|
{
|
|
if ( fabs( src[i] ) < minelem ) {
|
|
pos = i;
|
|
minelem = (vec_t)fabs( src[i] );
|
|
}
|
|
}
|
|
tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
|
|
tempvec[pos] = 1.0F;
|
|
|
|
/*
|
|
** project the point onto the plane defined by src
|
|
*/
|
|
ProjectPointOnPlane( dst, tempvec, src );
|
|
|
|
/*
|
|
** normalize the result
|
|
*/
|
|
VectorNormalize( dst, dst );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
RotatePointAroundVector
|
|
|
|
This is not implemented very well...
|
|
===============
|
|
*/
|
|
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
|
|
float degrees ) {
|
|
float m[3][3];
|
|
float im[3][3];
|
|
float zrot[3][3];
|
|
float tmpmat[3][3];
|
|
float rot[3][3];
|
|
int i;
|
|
vec3_t vr, vup, vf;
|
|
float rad;
|
|
|
|
vf[0] = dir[0];
|
|
vf[1] = dir[1];
|
|
vf[2] = dir[2];
|
|
|
|
PerpendicularVector( vr, dir );
|
|
CrossProduct( vr, vf, vup );
|
|
|
|
m[0][0] = vr[0];
|
|
m[1][0] = vr[1];
|
|
m[2][0] = vr[2];
|
|
|
|
m[0][1] = vup[0];
|
|
m[1][1] = vup[1];
|
|
m[2][1] = vup[2];
|
|
|
|
m[0][2] = vf[0];
|
|
m[1][2] = vf[1];
|
|
m[2][2] = vf[2];
|
|
|
|
memcpy( im, m, sizeof( im ) );
|
|
|
|
im[0][1] = m[1][0];
|
|
im[0][2] = m[2][0];
|
|
im[1][0] = m[0][1];
|
|
im[1][2] = m[2][1];
|
|
im[2][0] = m[0][2];
|
|
im[2][1] = m[1][2];
|
|
|
|
memset( zrot, 0, sizeof( zrot ) );
|
|
zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
|
|
|
|
rad = DEG2RAD( degrees );
|
|
zrot[0][0] = (vec_t)cos( rad );
|
|
zrot[0][1] = (vec_t)sin( rad );
|
|
zrot[1][0] = (vec_t)-sin( rad );
|
|
zrot[1][1] = (vec_t)cos( rad );
|
|
|
|
MatrixMultiply( m, zrot, tmpmat );
|
|
MatrixMultiply( tmpmat, im, rot );
|
|
|
|
for ( i = 0; i < 3; i++ ) {
|
|
dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Below is double-precision math stuff. This was initially needed by the new
|
|
// "base winding" code in q3map2 brush processing in order to fix the famous
|
|
// "disappearing triangles" issue. These definitions can be used wherever extra
|
|
// precision is needed.
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
/*
|
|
=================
|
|
VectorLengthAccu
|
|
=================
|
|
*/
|
|
vec_accu_t VectorLengthAccu( const vec3_accu_t v ){
|
|
return (vec_accu_t) sqrt( ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ) );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
DotProductAccu
|
|
=================
|
|
*/
|
|
vec_accu_t DotProductAccu( const vec3_accu_t a, const vec3_accu_t b ){
|
|
return ( a[0] * b[0] ) + ( a[1] * b[1] ) + ( a[2] * b[2] );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VectorSubtractAccu
|
|
=================
|
|
*/
|
|
void VectorSubtractAccu( const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out ){
|
|
out[0] = a[0] - b[0];
|
|
out[1] = a[1] - b[1];
|
|
out[2] = a[2] - b[2];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VectorAddAccu
|
|
=================
|
|
*/
|
|
void VectorAddAccu( const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out ){
|
|
out[0] = a[0] + b[0];
|
|
out[1] = a[1] + b[1];
|
|
out[2] = a[2] + b[2];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VectorCopyAccu
|
|
=================
|
|
*/
|
|
void VectorCopyAccu( const vec3_accu_t in, vec3_accu_t out ){
|
|
out[0] = in[0];
|
|
out[1] = in[1];
|
|
out[2] = in[2];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VectorScaleAccu
|
|
=================
|
|
*/
|
|
void VectorScaleAccu( const vec3_accu_t in, vec_accu_t scaleFactor, vec3_accu_t out ){
|
|
out[0] = in[0] * scaleFactor;
|
|
out[1] = in[1] * scaleFactor;
|
|
out[2] = in[2] * scaleFactor;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CrossProductAccu
|
|
=================
|
|
*/
|
|
void CrossProductAccu( const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out ){
|
|
out[0] = ( a[1] * b[2] ) - ( a[2] * b[1] );
|
|
out[1] = ( a[2] * b[0] ) - ( a[0] * b[2] );
|
|
out[2] = ( a[0] * b[1] ) - ( a[1] * b[0] );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Q_rintAccu
|
|
=================
|
|
*/
|
|
vec_accu_t Q_rintAccu( vec_accu_t val ){
|
|
return (vec_accu_t) floor( val + 0.5 );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VectorCopyAccuToRegular
|
|
=================
|
|
*/
|
|
void VectorCopyAccuToRegular( const vec3_accu_t in, vec3_t out ){
|
|
out[0] = (vec_t) in[0];
|
|
out[1] = (vec_t) in[1];
|
|
out[2] = (vec_t) in[2];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VectorCopyRegularToAccu
|
|
=================
|
|
*/
|
|
void VectorCopyRegularToAccu( const vec3_t in, vec3_accu_t out ){
|
|
out[0] = (vec_accu_t) in[0];
|
|
out[1] = (vec_accu_t) in[1];
|
|
out[2] = (vec_accu_t) in[2];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VectorNormalizeAccu
|
|
=================
|
|
*/
|
|
vec_accu_t VectorNormalizeAccu( const vec3_accu_t in, vec3_accu_t out ){
|
|
// The sqrt() function takes double as an input and returns double as an
|
|
// output according the the man pages on Debian and on FreeBSD. Therefore,
|
|
// I don't see a reason why using a double outright (instead of using the
|
|
// vec_accu_t alias for example) could possibly be frowned upon.
|
|
|
|
vec_accu_t length;
|
|
|
|
length = (vec_accu_t) sqrt( ( in[0] * in[0] ) + ( in[1] * in[1] ) + ( in[2] * in[2] ) );
|
|
if ( length == 0 ) {
|
|
VectorClear( out );
|
|
return 0;
|
|
}
|
|
|
|
out[0] = in[0] / length;
|
|
out[1] = in[1] / length;
|
|
out[2] = in[2] / length;
|
|
|
|
return length;
|
|
}
|